Arch-Revenants soar high over the battlefield, borne upon the wings of a zephyrspite. Swooping down to strike where the foe is most vulnerable, their regal presence inspires nearby Sylvaneth, filling them with courage and warlike aggression.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Revenant’s Glaive
Revenant’s Glaive2"33+3+-22
Zephyrspite’s Tail Pincers
Zephyrspite’s Tail Pincers1"14+3+-D3

Unit Size: 1      Points: 100
Battlefield Role: Leader


An Arch-Revenant is a single model armed with a Revenant’s Glaive.

COMPANION: An Arch-Revenant is accompanied by a zephyrspite that attacks with its Tail Pincers. For rules purposes, it is treated in the same manner as a mount.

FLY: This model can fly.


Crescent Shield: This shield can be used to deflect blows or to steady the shaft of a weapon.
At the start of the combat phase, say whether this model is using their shield for protection or to steady their weapon. If they use their shield for protection, you can re-roll save rolls of 1 for attacks that target this model in that phase. If they use the shield to steady their weapon, you can re-roll hit rolls of 1 for attacks made with this model’s Revenant’s Glaive in that phase.

Champion of Kurnoth: An Arch-Revenant commands instant obedience and commitment from Kurnoth Hunters that are nearby.
Re-roll hit rolls of 1 for attacks made by friendly KURNOTH HUNTERS units while they are wholly within 12" of this model.

Ultimate Sacrifice: A zephyrspite will throw itself in front of an enemy attack, sacrificing its own life to save that of its master.
Once per battle, when you allocate a wound or mortal wound to this model, you can choose to negate it. If you do so, this model cannot fly or use its Zephyrspite’s Tail Pincers attack for the rest of the battle.


Call to Battle: An Arch-Revenant’s fiery spiritsong incites the children of the Everqueen to attack her enemies with all of their ire.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SYLVANETH unit wholly within 9" of a friendly model with this command ability, or wholly within 12" of a friendly model with this command ability that is your general. Add 1 to the Attacks characteristic of that unit’s melee weapons in that combat phase. You cannot pick the same unit to benefit from this command ability more than once per combat phase.

Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The KURNOTH HUNTERS keyword is used in following Sylvaneth warscrolls:

Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The FREE SPIRITS keyword is used in following Sylvaneth warscrolls:

Leader, Behemoth

The HERO keyword is used in following Sylvaneth warscrolls:

• Ylthari
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020